Backstory
Joe Cowtipper is a handsome, down home, good ole' Southern boy who was always able to talk his way out of trouble. With his manly Southern charm, smooth as molasses tongue, and his boyish good looks, Joe always had a way with the ladies. He could sweet talk the girls better than he could breathe. A natural musician, Joe was always in a bluegrass band. He so loved music that he was always humming a tune. Joe was always a big boy and finally filled out at 6' 6" and 250 lbs. He was a Gold Gloves boxer and a natural wrestler. Joe was a natural hunter as well and he is skilled in cover and concealment. The only thing Joe wouldn't do any more was shoot a gun. After spending 10 years in the cattle slaughter plant, Ole' Comfort Joe had enough of the cattle gun and swore off guns for the rest of his life.
Joe was ecstatic when he got the employment offer form Horzine. He knew his life would change when he arrived for his first day of work at the plant. He could never guess how much...
Weapons and Abilities
Comfort Joe refuses to carry a knife or gun for killing. His fists have gotten him this far in life and he's gonna stick with them. Comfort Joe is fond of saying that "My fists are just as good as any pig sticker."
Comfort Joe is known for always humming a tune and that is his first ability. Anyone within earshot of Joe's pleasant humming always feels better and will receive a low level constant heal.
Comfort Joe's second ability is his unerring accuracy in throwing ninja stars. Joe's first 10 years were spent in Japan where he learned the secret art of Ninjitsu. Just kidding. I wanted to see if you were paying attention.
(Possible ability) Comfort Joe's second ability is his concealment ability. This ability can be extended to others if they are within the concealment area. Comfort Joe will stop humming while using this ability. Specimens will not hear, see, or smell humans as long as they do not move or speak. Moving, reloading, speaking with voice commands, or even speaking with VOIP will alert specimens of the player's location. I think this would be great when the situation goes to hell and players have to scatter. I think this would build some tension if a few players had to hide while specimens walked around them. But I think this also sounds a little "cloak of invisibility" like.
Comfort Joe's second ability is his special bear jerky. Joe makes his famous bear jerky with his family's special recipe and he coats each piece with his secret barbecue sauce. The bear jerky is especially stinky and animals can smell it for yards around. Comfort Joe can remove a slice of jerky and throw it and it will lure all specimens within the range of travel to that piece of jerky. The jerky can be used to either create a distraction or lure specimens to a killing spot.
Comfort Joe's third ability is his water pistol filled with Wild Turkey. Comfort Joe can squirt a player with a shot of whiskey and that player's resistances and run speed will increase. The player's aim will also slightly decrease. The kicker (get it? Kicken' Chicken) is that each shot's effect lasts for about a minute. Additional shots will increase the resistances and speed to a point and then the player will vomit just like the bloat.
Perks and Levels
Comfort Joe's punches carry the same damage as the berzerker's machete but with the speed of the knife strike. He receives the same bonuses per level as the berzerker does but only for the the attack damage and speed of the attack.
Due to Comfort Joe's wrestling background, clots can not grab him.
Comfort Joe's Humming Perks
1: 3 ft radius and healing is 1 hp every 6 seconds
2: 4 ft radius and healing is 1 hp every 5 seconds
3: 5 ft radius and healing is 1 hp every 4 seconds
4: 6 ft radius and healing is 1 hp every 3 seconds
5: 7 ft radius and healing is 1 hp every 2 second
6: 8 ft radius and healing is 2 hp every 3 seconds
Comfort Joe's Concealment Ability
1: 5 seconds to initialize 1 ft radius (just Joe)
2: 4 seconds to initialize 1 ft radius (just Joe)
3: 4 seconds to initialize 2 ft radius (Joe + 1 person)
4: 3 seconds to initialize 2 ft radius (Joe + 1 person)
5: 3 seconds to initialize 3 ft radius (Joe + 2 players)
6: 2 seconds to initialize 3 ft radius (Joe + 2 players)
Joe has to be at least 6 feet away from the nearest specimen (along with anyone else who is hiding with him) and if their initial concealment is successful then they will be unnoticed by the specimens as long as they don't move (ANY MOVEMENT initiated by the player), reload, use voice commands, or even VOIP. Once a specimen notices them, the concealment is gone and all specimens are aware of the players.
Comfort Joe's Special Bear Jerky
Total pieces of jerky, along with increases in number by leveling, mirror the support specialist perks for grenades. When Joe throws that piece of stinky jerky slathered in barbecue, any specimen not fighting and within 3 yards of that jerky's travel, will immediately turn and follow that stinky smell until a specimen easts the piece of jerky.
Comfort Joe's Whiskey Courage
1: +1 resistance, +1 speed, -1 aim per shot.
2: +2 resistance, +1 speed, -2 aim per shot.
3: +3 resistance, +2 speed, -2 aim per shot
4: +4 resistance, +2 speed, -2 aim per shot
5: +5 resistance, +3 speed, -3 aim per shot
6: +6 resistance, +3 speed, -4 aim per shot
Each shot lasts for 1 minute and the effects are cumulative to any benefits the player already has. Joe can shoot each player as often as he wants, however the benefits top off at 2 shots within any 1 minute period. If a player is shot 3 times in 1 minute, he immediately drops his weapon on the floor and pukes for 4 seconds. He looses all whiskey benefits, except for the negative aim benefit until the minute is up.
I haven't considered the points and leveling amounts. What do you think?
Joe Cowtipper is a handsome, down home, good ole' Southern boy who was always able to talk his way out of trouble. With his manly Southern charm, smooth as molasses tongue, and his boyish good looks, Joe always had a way with the ladies. He could sweet talk the girls better than he could breathe. A natural musician, Joe was always in a bluegrass band. He so loved music that he was always humming a tune. Joe was always a big boy and finally filled out at 6' 6" and 250 lbs. He was a Gold Gloves boxer and a natural wrestler. Joe was a natural hunter as well and he is skilled in cover and concealment. The only thing Joe wouldn't do any more was shoot a gun. After spending 10 years in the cattle slaughter plant, Ole' Comfort Joe had enough of the cattle gun and swore off guns for the rest of his life.
Joe was ecstatic when he got the employment offer form Horzine. He knew his life would change when he arrived for his first day of work at the plant. He could never guess how much...
Weapons and Abilities
Comfort Joe refuses to carry a knife or gun for killing. His fists have gotten him this far in life and he's gonna stick with them. Comfort Joe is fond of saying that "My fists are just as good as any pig sticker."
Comfort Joe is known for always humming a tune and that is his first ability. Anyone within earshot of Joe's pleasant humming always feels better and will receive a low level constant heal.
Comfort Joe's second ability is his unerring accuracy in throwing ninja stars. Joe's first 10 years were spent in Japan where he learned the secret art of Ninjitsu. Just kidding. I wanted to see if you were paying attention.
(Possible ability) Comfort Joe's second ability is his concealment ability. This ability can be extended to others if they are within the concealment area. Comfort Joe will stop humming while using this ability. Specimens will not hear, see, or smell humans as long as they do not move or speak. Moving, reloading, speaking with voice commands, or even speaking with VOIP will alert specimens of the player's location. I think this would be great when the situation goes to hell and players have to scatter. I think this would build some tension if a few players had to hide while specimens walked around them. But I think this also sounds a little "cloak of invisibility" like.
Comfort Joe's second ability is his special bear jerky. Joe makes his famous bear jerky with his family's special recipe and he coats each piece with his secret barbecue sauce. The bear jerky is especially stinky and animals can smell it for yards around. Comfort Joe can remove a slice of jerky and throw it and it will lure all specimens within the range of travel to that piece of jerky. The jerky can be used to either create a distraction or lure specimens to a killing spot.
Comfort Joe's third ability is his water pistol filled with Wild Turkey. Comfort Joe can squirt a player with a shot of whiskey and that player's resistances and run speed will increase. The player's aim will also slightly decrease. The kicker (get it? Kicken' Chicken) is that each shot's effect lasts for about a minute. Additional shots will increase the resistances and speed to a point and then the player will vomit just like the bloat.
Perks and Levels
Comfort Joe's punches carry the same damage as the berzerker's machete but with the speed of the knife strike. He receives the same bonuses per level as the berzerker does but only for the the attack damage and speed of the attack.
Due to Comfort Joe's wrestling background, clots can not grab him.
Comfort Joe's Humming Perks
1: 3 ft radius and healing is 1 hp every 6 seconds
2: 4 ft radius and healing is 1 hp every 5 seconds
3: 5 ft radius and healing is 1 hp every 4 seconds
4: 6 ft radius and healing is 1 hp every 3 seconds
5: 7 ft radius and healing is 1 hp every 2 second
6: 8 ft radius and healing is 2 hp every 3 seconds
Comfort Joe's Concealment Ability
1: 5 seconds to initialize 1 ft radius (just Joe)
2: 4 seconds to initialize 1 ft radius (just Joe)
3: 4 seconds to initialize 2 ft radius (Joe + 1 person)
4: 3 seconds to initialize 2 ft radius (Joe + 1 person)
5: 3 seconds to initialize 3 ft radius (Joe + 2 players)
6: 2 seconds to initialize 3 ft radius (Joe + 2 players)
Joe has to be at least 6 feet away from the nearest specimen (along with anyone else who is hiding with him) and if their initial concealment is successful then they will be unnoticed by the specimens as long as they don't move (ANY MOVEMENT initiated by the player), reload, use voice commands, or even VOIP. Once a specimen notices them, the concealment is gone and all specimens are aware of the players.
Comfort Joe's Special Bear Jerky
Total pieces of jerky, along with increases in number by leveling, mirror the support specialist perks for grenades. When Joe throws that piece of stinky jerky slathered in barbecue, any specimen not fighting and within 3 yards of that jerky's travel, will immediately turn and follow that stinky smell until a specimen easts the piece of jerky.
Comfort Joe's Whiskey Courage
1: +1 resistance, +1 speed, -1 aim per shot.
2: +2 resistance, +1 speed, -2 aim per shot.
3: +3 resistance, +2 speed, -2 aim per shot
4: +4 resistance, +2 speed, -2 aim per shot
5: +5 resistance, +3 speed, -3 aim per shot
6: +6 resistance, +3 speed, -4 aim per shot
Each shot lasts for 1 minute and the effects are cumulative to any benefits the player already has. Joe can shoot each player as often as he wants, however the benefits top off at 2 shots within any 1 minute period. If a player is shot 3 times in 1 minute, he immediately drops his weapon on the floor and pukes for 4 seconds. He looses all whiskey benefits, except for the negative aim benefit until the minute is up.
I haven't considered the points and leveling amounts. What do you think?
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